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StopGaps - Script to fill empty player slots with planes


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Posted (edited)
1 hour ago, Zarma said:

in SP or hosting myself, the helicopters on a farp popped a few meters above the ground

That is a bug inside DCS's spawning algorithm that can happens on surfaces with an incline. You can either move the FARP, or selectively disable sg for the affected helicopters using zones (DML-based sg) or by adding a suffix '-sp' to the group's name. It will disable stopgap for only that group, and only in singleplayer.

Edited by cfrag
  • Like 1
  • 1 month later...
Posted

It seems to me that the script conflicts with the new update. When entering the F10 view it causes CTD. Let's see if someone is able to fix it please.

  • 2 months later...
Posted
В 02.10.2024 в 21:17, cfrag сказал:

Обновление DCS от 2 октября 2024 года устраняет эту проблему.

 

Hello! ) Very good mod. Amazing. Everything works fine for me in a single player game, but it doesn’t work in a multiplayer game.

How to run a script in a network game? Please write in detail in order.

As I understand it, file "stopGapGUI" needs to be inserted into folder "Hooks". But I don’t know where this folder is located...

How to run your script in a multiplayer game?
And is it necessary to create a trigger in the mission to run the script?

Thank you 😃

TEST-PILOT (DCS World)

Глобальный симулятор лётной деятельности и организации воздушного движения.

https://discord.gg/efmce7mBPX

Проект создан: 12.11.2022

Posted (edited)
11 minutes ago, Shepa-irkut2 said:

As I understand it, file "stopGapGUI" needs to be inserted into folder "Hooks".

Yes. stopGapGUI.lua should (if you have a standard DCS install) be put into 

C:\Users\<your user name>\Saved Games\DCS\Scripts\Hooks

That's all. You then need to fully restart DCS, as any scripts in /Hooks are only run when DCS starts up. This only applies to multiplayer missions, and it only applies to the one computer that hosts the multiplayer game. The client computers do not require stopGapGUI to be installed.

11 minutes ago, Shepa-irkut2 said:

is it necessary to create a trigger in the mission to run the script?

No. Except for the trigger rule that loads the stopGaps.lua main script, of course. That should run AT START, just like the demo shows

Edited by cfrag
Posted (edited)
1 час назад, cfrag сказал:

Да. stopGapGUI.lua должен (если у вас стандартная установка DCS) находиться в

C:\Users \<ваше имя пользователя>\ Сохраненные игры \ DCS \ Скрипты \ Хуки

Вот и все. Затем вам нужно полностью перезапустить DCS, поскольку любые скрипты в / Hooks запускаются только при запуске DCS. Это относится только к многопользовательским миссиям и только к одному компьютеру, на котором размещена многопользовательская игра. На клиентских компьютерах не требуется установка stopGapGUI.

Нет. За исключением правила триггера, которое, конечно же, загружает основной скрипт stopGaps.lua. Он должен запускаться ПРИ НАЧАЛЕ, как показано в демоверсии

It doesn't work...
C:\Users\<your user name>\Saved Games\DCS\Scripts\Hooks
That is, to the DCS folder, and not the DCS Server?

Does this multiplayer script run on a dedicated server (DCS World Server, Local Web GUI) or only in a standalone online game (DCS World)?

Edited by Shepa-irkut2

TEST-PILOT (DCS World)

Глобальный симулятор лётной деятельности и организации воздушного движения.

https://discord.gg/efmce7mBPX

Проект создан: 12.11.2022

Posted
1 hour ago, Shepa-irkut2 said:

That is, to the DCS folder, and not the DCS Server?

That would entirely depend on how you set up your DCS. 

The Hooks folder is the standard folder that accepts server mods for any DCS installation, be they dedicated or ad-hoc hosted. That's where the GUI script needs to be placed, and the server needs to be restarted.

The "multiplayer script" stopGapGUI.lua fixes a DCS synchronization bug for multiplayer only and must be put into Hooks. The stopGaps.lua script must be put into any mission that wants to take advantage of displaying player aircraft as static objects. 

  • Thanks 1
Posted
6 часов назад, cfrag сказал:

That would entirely depend on how you set up your DCS. 

The Hooks folder is the standard folder that accepts server mods for any DCS installation, be they dedicated or ad-hoc hosted. That's where the GUI script needs to be placed, and the server needs to be restarted.

The "multiplayer script" stopGapGUI.lua fixes a DCS synchronization bug for multiplayer only and must be put into Hooks. The stopGaps.lua script must be put into any mission that wants to take advantage of displaying player aircraft as static objects. 

Thank you very much! You said everything correctly. I later changed it and now everything works well) Thanks for this wonderful mod - it’s the best! 😃

The question is off topic, but let me ask: in what path should I install other (third-party) mods (for example, static objects) so that they are displayed and work on the server in the mission? Can you write the complete installation path for various mods for the mission server?

Thank you!

TEST-PILOT (DCS World)

Глобальный симулятор лётной деятельности и организации воздушного движения.

https://discord.gg/efmce7mBPX

Проект создан: 12.11.2022

Posted
10 hours ago, Shepa-irkut2 said:

The question is off topic, but let me ask: in what path should I install other (third-party) mods

My apologies, I'm not knowledgeable with regards to mods and their folders. There are forums dedicated to that, and I'm sure those questions will be quickly answered there.

  • 1 month later...
Posted

@cfrag

Hello) Please tell me: A static object - an aircraft constantly changes its tail number when you leave the aircraft. How can I make the tail number of the aircraft of a static object be the same and never change? P.S. Thank you for the mod. 😃

TEST-PILOT (DCS World)

Глобальный симулятор лётной деятельности и организации воздушного движения.

https://discord.gg/efmce7mBPX

Проект создан: 12.11.2022

Posted
23 minutes ago, Shepa-irkut2 said:

A static object - an aircraft constantly changes its tail number when you leave the aircraft. How can I make the tail number of the aircraft of a static object be the same and never change?

Currently, static objects ignore the tail number unless it's part of the livery. When SG allocates the static object it passes exactly the same information at it would for the real thing, so any differences are part of DCS's inner workings that are currently undocumented.

  • Thanks 1
  • 2 months later...
Posted

Hi Guys

I love this lua file. I promote it whenever I can.

I'm having one issue and it's to do with a wingman - not so much an issue, maybe I'm doing it wrong or it isn't an option. I can set up my aircraft (client or player) and set them to takeoff from ground. If I want to fly with an AI wingman, as soon as I set the wingman to ACE (or whatever) the option to takeoff from ground becomes unavailable for both the client aircraft and the AI wingman.

Is there a wotrkaround for this? I fly most of my missions single player but it would be good to have a wingman in the mission.

Many thanks

Nial

Game setup - I9-13900K, 3000 MHz 24 Core 32 Logical Processors, NVIDIA RTX 4090, 42” ASUS 4K OLED monitor, TM HOTAS Warthog, TM TPR Rudder pedals, Bigscreen Beyond VR.

Posted
Just now, Nialfb said:

as soon as I set the wingman to ACE (or whatever) the option to takeoff from ground becomes unavailable

This unfortunately is a DCS/Mission Editor issue that I do not think currently has a work-around. I believe that it works for Helos, though, so it appears to be some ME idiosyncrasy. 

Posted
31 minutes ago, cfrag said:

This unfortunately is a DCS/Mission Editor issue that I do not think currently has a work-around. I believe that it works for Helos, though, so it appears to be some ME idiosyncrasy. 

Okay, thanks. I suspected as much.

Game setup - I9-13900K, 3000 MHz 24 Core 32 Logical Processors, NVIDIA RTX 4090, 42” ASUS 4K OLED monitor, TM HOTAS Warthog, TM TPR Rudder pedals, Bigscreen Beyond VR.

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